Just to understand: do we now get the D3D9 client the same way we get Orbiter 2015 Beta?
Yes and No
The repository just contains the sources to build D3D9Client. No compiled binaries (in contrast to the Orbiter repository).
I've set up a D3D9 folder, performed a "SVN checkout", and it downloaded a whole lot of stuff, where I found a "Orbiter2010-P1" folder.
Is that the one I'd need, or did I get it wrong?
The D3D9Client repository is organized as "standard" subversion repositories:
/trunk : contains the latest development sources (for Orbiter BETA)
/branches/xxx : contain different branches for different purposes.
/branches/2010-P1 : ...for example contains the sources to build the Version for Orbiter 2010-P1
/branches/Reflect : ...is a so called 'feature branch', that is used during development to implement a specific feature, which contents will eventually be merged back to trunk (or another version-branch, or both).
/tags/xxx : Contain the sources for a released version.
So if you are only interested in the BETA builds, you should checkout only the "
/trunk" path.
But as said above: It only contains the sources, no binaries.
In case you like to build from the sources, you need some external libraries (DirectX that is) and a Visual Studio (2008, 2010 or 2012).
If that preparations are met, you should easily roll your own by running the
batch job "Utils\D3D9Client\build_release.bat" in your working copy.
For debugging and/or developing the folder "Orbitersdk\D3D9Client\" contains the necessary Solution files (D3D9ClientVS2008.sln,
D3D9ClientVS2010.sln and D3D9ClientVS2012.sln) for your version of Visual Studio (Express editions work fine)
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But it is recommended to use (binary) builds posted here
Setting up your system to build D3D9Client from the sources is not
that complicated, but the "devil is in the details" - as usual.
The explanations in Orbitersdk\D3D9Client\README.txt might be a good first step, although it is a bit outdated (getting Orbiter BETA is easier now).